Medium Humanoid, Neutral
Armor Class 5 Natural
Hit Points 6 (2d4)
Speed 30 ft.
STR
10 (+0)
DEX
8 (-1)
CON
10 (+0)
INT
6 (-2)
WIS
6 (-2)
CHA
6 (-2)
Saving Throws STR +2
Senses Passive Perception 8
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Special Trait: 

While Bewitched they do +1 unarmed damage

Actions

Punch: Swing your fist and connect it with your enemies' bodies. Does 1d4 damage. 

Bonus Actions

Spit at enemy: Forces them to attack you next turn unless they resist.

Reactions

Plead: When hit they shout out in terror and scream for help

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A normal villager. Hopefully they live through what they're about to experience. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

JetTrooper195

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